Elephant42 wrote: »It would appear that what we have now is what we get, at least it's an improvement over the original plan.
Sigh - it's another sad day for enchanters
So really, they are only allowing us to harvest a limited range of potencies, unless someone has an alt of every crafting level/character level range to be able to harvest all of the potencies, which isn't possible. Well, maybe it's possible with extra character slots, but then you have to keep all those alts stuck at the various levels.
So really, they are only allowing us to harvest a limited range of potencies, unless someone has an alt of every crafting level/character level range to be able to harvest all of the potencies, which isn't possible. Well, maybe it's possible with extra character slots, but then you have to keep all those alts stuck at the various levels.
Agree, and I was leveling the last of my crafter Alts to VR1 for the VR removal but now that is a definite choice to leave them as they are just to be able to harvest anything lower. Now we have to choose between Highest Rune Hirelings or Harvesting Lower Runes.
Combined with the inability to maintain certain types of Craglorn Writs with Orsinium DLC and it is...meh!
And a PSA reminder, if you plan to use the Crafter Bag, unless you get all the selling/trading/mailing of craft materials done while on that character, as soon as you switch characters and come back, all those items are auto put back to Crafter Bag.
Which is crazy because I remember how we had something like this going with early provisioning. We could only find recipes and ingredients relative to character level rather than zone level. It didn't work out all that well and resulted in them having to do a major overhaul.lordrichter wrote: »What really really sucks about all of this is that they are probably going to do this across ALL crafting. You farm only what you "need", as determined by the combat level or the amount of points invested.
It seems to me that implementing potency scaling to all areas is designed so that they can still keep their original plan for players to have to rely on in-game vendors for potencies. Which hints at an eventual plan to have mimic potency runes for sale in the Crown Store.
If not this, then there is still something else that they aren't telling us. Frankly, when I read their reasons for changing the system to increase player participation it sounded like a PR piece - meaning, they aren't telling us the real reason but coming up with other reasons that seem plausible on an initial read - but we're all really too smart for that and started picking it apart right away, offering other more plausible solutions to their reasons for changing the system.
Since there has been ZERO response to this thread since the announced change to allow potencies to once again be harvested, it seems to me that this is the way it's gonna be 'cuz they've got some ulterior motive in mind that they haven't shared with us.
BergisMacBride wrote: »As pointed out recently, there has been ZERO response from ZOS after their initial "fix" to allow the 1/3 chance of a potency dropping from the new runes. After that patch dropped, I honestly feel like the devs considered the enchanting changes final and stopped reading this thread and any feedback from us; otherwise, there would've been some sort of explanation as to why the new nodes scale in ALL zones and not just in the DLC\Cyrodiil. As it stands now, there is no way a Master Enchanter can harvest lower level potencies for alts, friends or guildmates - this goes against the spirit of harvesting and crafting to date in this game and represents a major paradigm shift in their approach to crafting.
Whether this whole fiasco is due to negligence or some more nefarious plan such as Crown Store sales of a generic potency rune is anybody's guess since ZOS has been MIA from this thread since the PTS "fix" was put in a few weeks ago.
I don't see why they think that forcing enchanters to buy the runes that they need (when those runes are at a different level to the player) is going to encourage people to take up enchanting. One of the reasons for being a crafter is to make gold from your sales. If people can't easily get what they need from nodes in the world, they won't spend gold to buy the mats, they just won't bother enchanting at all.lordrichter wrote: »They were not happy that enchanting was not being adopted as much as other skills. They were concerned that people were not using weapon enchants. They feel that an increase in weapon enchant power will drive people to enchanting and they think that drowning us in resources will make up for the painfully slow leveling of enchanting.
I don't see why they think that forcing enchanters to buy the runes that they need (when those runes are at a different level to the player) is going to encourage people to take up enchanting. One of the reasons for being a crafter is to make gold from your sales. If people can't easily get what they need from nodes in the world, they won't spend gold to buy the mats, they just won't bother enchanting at all.lordrichter wrote: »They were not happy that enchanting was not being adopted as much as other skills. They were concerned that people were not using weapon enchants. They feel that an increase in weapon enchant power will drive people to enchanting and they think that drowning us in resources will make up for the painfully slow leveling of enchanting.
Does anyone at ZOS even play this game? I legitimately don't think they do. This game is riddled with bugs and flaws and you direct your attention to making enchanting more expensive?
lordrichter wrote: »BergisMacBride wrote: »As pointed out recently, there has been ZERO response from ZOS after their initial "fix" to allow the 1/3 chance of a potency dropping from the new runes. After that patch dropped, I honestly feel like the devs considered the enchanting changes final and stopped reading this thread and any feedback from us; otherwise, there would've been some sort of explanation as to why the new nodes scale in ALL zones and not just in the DLC\Cyrodiil. As it stands now, there is no way a Master Enchanter can harvest lower level potencies for alts, friends or guildmates - this goes against the spirit of harvesting and crafting to date in this game and represents a major paradigm shift in their approach to crafting.
Whether this whole fiasco is due to negligence or some more nefarious plan such as Crown Store sales of a generic potency rune is anybody's guess since ZOS has been MIA from this thread since the PTS "fix" was put in a few weeks ago.
While it has not been zero response, they have definitely not been talking it up a lot. They managed to get a few enchanting words in edgewise during the last ESO Live, but the conversation dragged back to poisons and alchemy.
They were not happy that enchanting was not being adopted as much as other skills. They were concerned that people were not using weapon enchants. They feel that an increase in weapon enchant power will drive people to enchanting and they think that drowning us in resources will make up for the painfully slow leveling of enchanting.
As far as Potency rune scaling goes, I think they are feeling that if players want some Potency rune that the game does not provide during farming can just be purchased. This merchant option removes all responsibility for making runes available in the world, and also puts a limit on players selling them to each other. So, the fact that enchanters cannot farm what they need to enchant at the level they NEED to enchant, rather than their skill or combat level, is not an issue because they can just run past Walmart and pick up what they need.
Now they have added the ability to enchant upwards, enchanters might be farming at CP 160 but actually need CP 150 because they are not running top weapons and armor. Again, the merchant will sell those runes, eliminating the need for ZOS to even think twice about not being able to farm that rune.
But, I think your assertion is right. The "Crafting Guy" has pretty much decided what he wants to do. He backed off on having Potency runes not being farmable, and he is now done and moved on to other things, now. If we want runes outside of our farmable range, we can buy them from merchants.
I play this game primarily for crafting related reasons, and this is a bad DLC for me. I think I will be much more constrained in how I create enchantments for other characters. I still need Potency runes for levels 1-49, even though I am CP 160. I am not seeing much of a need for CP 10 - CP 140 anything. Only leveling crafters and first time players will be passing through those.
The insistence on itemization based on Champion Level has left an awkward gameplay gap there. They should have scaled the level 1-VR16 crafting to level 1-49 and kept crafting and itemization out of Champion. Champion Points should have made the Level 50 gear better, not set the bar regarding what can be equipped.
When ZOS makes a change like this, to something that was not broken, you can bet it has nothing to do with helping players or increasing accessibility.
Remember they initially removed potency runes from the game altogether to push us to buy them. Why would they do that ? It does not increase accessibility, but makes it much harder to level enchanting, as you will not find what you need as you are questing/exploring. Even worse for low level/new players as they will not have the gold to spend on the hundreds of runes they would need to level up the skill.
So for damage control after the uproar about that change here, they revert that by telling us we have a 1/3 of a chance for a potency on each node, but then scale them to level/skill. Why? No other crafting material outside of Wrothgar/Hew's Bane works that way. Scaling them to skill/level still makes it impossible for max enchanters to get what they need for making lower level glyphs. And all max enchanters I know make tons of lower level glyphs for selling/friends etc.
They want to make them rare to push us to buy them.
The only reason for this change to enchanting is so they can sell runes on the crown store. A "Crown Potency Rune" that scales to whatever level you need will appear at DB launch or soon after. It will be "an experiment," for "convenience." And the start of the monetisation of crafting.
They pretty much avoided the issue on ESO Live and moved to other stuff quickly, after a scripted few sentences about how lots of people don't enchant their weapons. I don't believe anything I hear on that useless pr fluff anyway.
They obviously really want to make this change to enchanting and I guess it's goodbye to seeing potency runes out in the wild.
Player feedback means nothing.
When ZOS makes a change like this, to something that was not broken, you can bet it has nothing to do with helping players or increasing accessibility.
Remember they initially removed potency runes from the game altogether to push us to buy them. Why would they do that ? It does not increase accessibility, but makes it much harder to level enchanting, as you will not find what you need as you are questing/exploring. Even worse for low level/new players as they will not have the gold to spend on the hundreds of runes they would need to level up the skill.
The only reason for this change to enchanting is so they can sell runes on the crown store. A "Crown Potency Rune" that scales to whatever level you need will appear at DB launch or soon after. It will be "an experiment," for "convenience." And the start of the monetisation of crafting.
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
When ZOS makes a change like this, to something that was not broken, you can bet it has nothing to do with helping players or increasing accessibility.
Remember they initially removed potency runes from the game altogether to push us to buy them. Why would they do that ? It does not increase accessibility, but makes it much harder to level enchanting, as you will not find what you need as you are questing/exploring. Even worse for low level/new players as they will not have the gold to spend on the hundreds of runes they would need to level up the skill.
So for damage control after the uproar about that change here, they revert that by telling us we have a 1/3 of a chance for a potency on each node, but then scale them to level/skill. Why? No other crafting material outside of Wrothgar/Hew's Bane works that way. Scaling them to skill/level still makes it impossible for max enchanters to get what they need for making lower level glyphs. And all max enchanters I know make tons of lower level glyphs for selling/friends etc.
They want to make them rare to push us to buy them.
The only reason for this change to enchanting is so they can sell runes on the crown store. A "Crown Potency Rune" that scales to whatever level you need will appear at DB launch or soon after. It will be "an experiment," for "convenience." And the start of the monetisation of crafting.
They pretty much avoided the issue on ESO Live and moved to other stuff quickly, after a scripted few sentences about how lots of people don't enchant their weapons. I don't believe anything I hear on that useless pr fluff anyway.
They obviously really want to make this change to enchanting and I guess it's goodbye to seeing potency runes out in the wild.
Player feedback means nothing.
ZOS_JessicaFolsom wrote: »Just a quick note for those of you who have asked about the crafting nodes in Cadwell's Silver and Gold. We’re currently exploring options to bring the crafting nodes found in Cadwell’s Silver and Gold zones in-line with the new levels for those areas. Any changes to these crafting nodes will be after Dark Brotherhood launches, but we are working on it. Thanks for your feedback!
Can you not just change things back to how it was before and how it still is with all other crafts? I don't think I've ever seen all your customers on the forums universally agree on anything before this thread.